[Bf-cycles] Rendering with Radio waves

Antony Riakiotakis kalast at gmail.com
Wed Apr 9 15:38:06 CEST 2014


It's not refraction that is the serious issue here but diffraction.


On 9 April 2014 16:20, storm <kartochka22 at yandex.ru> wrote:

> Why not Cycles? It is best integrated with Blender, have very well
> tested for years, have two features not related to physical property of
> light or anything (think general quasi monte carlo integrator
> framework), optimal triangle/ray intersection test and QMC generator.
> And it already work on some GPU as well as most CPU on planet.
>
> 1. Try to get a bit familiar with general build process, ckeckout
> blender git tree, compile it, enjoy awesome real time Cycles preview
> wingow.
>
> 2. Look at /blender/intern/cycles/kernel/kernel_path.h that contain most
> inner integrator loop, function  kernel_path_integrate() (there are many
> similar named in that file, ignore them for now, they are only for very
> special cases)
>
> 3. Look at line "bool hit = scene_intersect(kg, &ray, visibility,
> &isect);" it is most time consumer, test arbitraty ray with scene and
> return hit related data. Think how to reuse it in your case (i think in
> can be used as is w/o any modification)
>
> 4. A bit more complex is main Monte carlo intergator guts close to the
> and of loop. Basicaly, qmc generator for dimension used
> "path_state_rng_2D(kg, rng, &state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);"
>
> You can stick with path_rng() instead, it return float random sample
> between [0,1] for given dimension. You can reuse it for your case, to
> sample direction, or polarisation vector, or spectre, only need to add
> new dimension in kernel_types.h file.
>
> From my Point of view, you just need to add few dimensions to qmc
> (wavelength, and for polarisation ), and make special BSDF node to
> respect them. Few changes, and you get good interactive playground for
> your task, with endless possibilities as saving scene, converting
> geometry data from many formats, ability to render it as usual light for
> debug reason.
>
>
> В Ср, 09/04/2014 в 19:39 +1000, Trevor Anderson пишет:
> > Thanks heaps everyone, I'll have a look into Lux and pbrt.
> > Audio rendering is an interesting idea. Definitely something worth
> > considering.
> >
> > I was hoping that at least initially I could limit myself to
> > considering large/smooth enough targets that the optical assumptions
> > of light would be sufficient.
> > I plan on taking some test images with a mmW radar system to compare
> > to, so I will pay close attention to the interference patterns and may
> > need to take another approach, thanks for the input.
> >
> > Cheers,
> > Trev.
> >
> >
> >
> >
> > On Wed, Apr 9, 2014 at 6:56 PM, Ton Roosendaal <ton at blender.org>
> > wrote:
> >         Hi,
> >
> >         For physical accurate wavelength mechanics (millimeter waves
> >         interference and interaction with matter) you  might have to
> >         build a complete independent system - I'm afraid neither
> >         cycles or lux would help much here. You probably could
> >         investigate audio rendering (auralization).
> >
> >         Light is in the nanometres spectrum, which allows a lot of
> >         assumptions and models to simulate an environment where light
> >         goes around and how to render it. These assumptions I wouldn't
> >         make for mm waves.
> >
> >         -Ton-
> >
> >         --------------------------------------------------------
> >         Ton Roosendaal  -  ton at blender.org   -   www.blender.org
> >         Chairman Blender Foundation - Producer Blender Institute
> >         Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
> >
> >
> >
> >         On 9 Apr, 2014, at 8:34, Michael Fox wrote:
> >
> >         > I would recommend looking into Luxrender as it has full
> >         spectral rendering, and is free and opensource and have very
> >         nice blender intergration, i would ask the luxrender people to
> >         help you, they are very helpful
> >         >
> >         > On 09/04/14 16:24, Trevor Anderson wrote:
> >         >> Thanks Lukas.
> >         >>
> >         >> I will take a more serious look at that then. :)
> >         >>
> >         >> Regards,
> >         >> Trev.
> >         >>
> >         >>
> >         >> On Wed, Apr 9, 2014 at 2:41 PM, Lukas Stockner
> >         <lukas.stockner at freenet.de> wrote:
> >         >> Hi,
> >         >> for a project like this, I wouldn't go for Cycles since it
> >         has no spectral rendering support and a quite complicated
> >         integrator code.
> >         >> My choice would be PBRT, since it has spectral support,
> >         clean and simple code and great documentation in form of a
> >         book :)
> >         >>
> >         >> Lukas Stockner
> >         >>
> >         >> Am 09.04.2014 01:38 schrieb Trevor Anderson
> >         <trevor.g.anderson at gmail.com>:
> >         >> >
> >         >> > Hi all,
> >         >> >
> >         >> > I am fairly new to blender and to development for that
> >         matter. So if anyone can point me in the right direction that
> >         would be much appreciated. Specifically if there is perhaps
> >         another open source ray-tracing tool that might be better for
> >         what I am looking to do.
> >         >> >
> >         >> > I am looking to use cycles to simulate millimetre
> >         wavelength radio wave imaging. As part of that I suppose I
> >         would be looking at trying to track polarization of the rays,
> >         but primarily changing the wavelengths captured by the camera.
> >         Ideally also exporting range information too.
> >         >> >
> >         >> > I was wondering if any of this had been done already,
> >         even for something like infra-red or hyper-spectral imaging,
> >         something that would give me a starting point.
> >         >> >
> >         >> > Thanks,
> >         >> > Trev.
> >         >> _______________________________________________
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> >         >> Bf-cycles at blender.org
> >         >> http://lists.blender.org/mailman/listinfo/bf-cycles
> >         >>
> >         >>
> >         >>
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